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* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com>
277 lines
10 KiB
Plaintext
277 lines
10 KiB
Plaintext
/**
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* # Action system
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*
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* A simple base for an modular behavior attached to atom or datum.
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*/
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/datum/action
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/// The name of the action
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var/name = "Generic Action"
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/// The description of what the action does
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var/desc
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/// The target the action is attached to. If the target datum is deleted, the action is as well.
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/// Set in New() via the proc link_to(). PLEASE set a target if you're making an action
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var/datum/target
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/// Where any buttons we create should be by default. Accepts screen_loc and location defines
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var/default_button_position = SCRN_OBJ_IN_LIST
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/// This is who currently owns the action, and most often, this is who is using the action if it is triggered
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/// This can be the same as "target" but is not ALWAYS the same - this is set and unset with Grant() and Remove()
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var/mob/owner
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/// If False, the owner of this action does not get a hud and cannot activate it on their own
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var/owner_has_control = TRUE
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/// Flags that will determine of the owner / user of the action can... use the action
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var/check_flags = NONE
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/// The style the button's tooltips appear to be
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var/buttontooltipstyle = ""
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/// Whether the button becomes transparent when it can't be used or just reddened
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var/transparent_when_unavailable = TRUE
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/// This is the file for the BACKGROUND icon of the button
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var/button_icon = 'icons/mob/actions/backgrounds.dmi'
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/// This is the icon state state for the BACKGROUND icon of the button
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var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
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/// This is the file for the icon that appears OVER the button background
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var/icon_icon = 'icons/hud/actions.dmi'
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/// This is the icon state for the icon that appears OVER the button background
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var/button_icon_state = "default"
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var/button_overlay_state
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///List of all mobs that are viewing our action button -> A unique movable for them to view.
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var/list/viewers = list()
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/datum/action/New(Target)
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link_to(Target)
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/// Links the passed target to our action, registering any relevant signals
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/datum/action/proc/link_to(Target)
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target = Target
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RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
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if(isatom(target))
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RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, PROC_REF(update_icon_on_signal))
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if(istype(target, /datum/mind))
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RegisterSignal(target, COMSIG_MIND_TRANSFERRED, PROC_REF(on_target_mind_swapped))
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/datum/action/Destroy()
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if(owner)
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Remove(owner)
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target = null
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QDEL_LIST_ASSOC_VAL(viewers) // Qdel the buttons in the viewers list **NOT THE HUDS**
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return ..()
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/// Signal proc that clears any references based on the owner or target deleting
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/// If the owner's deleted, we will simply remove from them, but if the target's deleted, we will self-delete
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/datum/action/proc/clear_ref(datum/ref)
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SIGNAL_HANDLER
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if(ref == owner)
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Remove(owner)
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if(ref == target)
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qdel(src)
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/// Grants the action to the passed mob, making it the owner
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/datum/action/proc/Grant(mob/grant_to)
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if(!grant_to)
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Remove(owner)
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return
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if(owner)
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if(owner == grant_to)
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return
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Remove(owner)
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SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, grant_to)
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owner = grant_to
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RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
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// Register some signals based on our check_flags
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// so that our button icon updates when relevant
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if(check_flags & AB_CHECK_CONSCIOUS)
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RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(update_icon_on_signal))
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if(check_flags & AB_CHECK_IMMOBILE)
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RegisterSignal(owner, SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), PROC_REF(update_icon_on_signal))
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if(check_flags & AB_CHECK_HANDS_BLOCKED)
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RegisterSignal(owner, SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), PROC_REF(update_icon_on_signal))
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if(check_flags & AB_CHECK_LYING)
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RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(update_icon_on_signal))
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if(owner_has_control)
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GiveAction(grant_to)
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/// Remove the passed mob from being owner of our action
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/datum/action/proc/Remove(mob/remove_from)
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SHOULD_CALL_PARENT(TRUE)
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for(var/datum/hud/hud in viewers)
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if(!hud.mymob)
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continue
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HideFrom(hud.mymob)
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LAZYREMOVE(remove_from.actions, src) // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared
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viewers = list()
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if(owner)
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SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner)
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UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
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// Clean up our check_flag signals
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UnregisterSignal(owner, list(
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COMSIG_LIVING_SET_BODY_POSITION,
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COMSIG_MOB_STATCHANGE,
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SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED),
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SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED),
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))
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if(target == owner)
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RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref))
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owner = null
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/// Actually triggers the effects of the action.
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/// Called when the on-screen button is clicked, for example.
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/datum/action/proc/Trigger(trigger_flags)
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if(!IsAvailable(feedback = TRUE))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
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return FALSE
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return TRUE
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/**
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* Whether our action is currently available to use or not
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* * feedback - If true this is being called to check if we have any messages to show to the owner
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*/
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/datum/action/proc/IsAvailable(feedback = FALSE)
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if(!owner)
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return FALSE
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if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
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if (feedback)
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owner.balloon_alert(owner, "hands blocked!")
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return FALSE
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if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED))
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if (feedback)
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owner.balloon_alert(owner, "can't move!")
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return FALSE
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if((check_flags & AB_CHECK_LYING) && isliving(owner))
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var/mob/living/action_owner = owner
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if(action_owner.body_position == LYING_DOWN)
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if (feedback)
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owner.balloon_alert(owner, "must stand up!")
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return FALSE
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if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS)
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if (feedback)
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owner.balloon_alert(owner, "unconscious!")
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return FALSE
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return TRUE
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/datum/action/proc/UpdateButtons(status_only, force)
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for(var/datum/hud/hud in viewers)
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var/atom/movable/screen/movable/button = viewers[hud]
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UpdateButton(button, status_only, force)
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/datum/action/proc/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
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if(!button)
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return
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if(!status_only)
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button.name = name
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button.desc = desc
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if(owner?.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
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var/list/settings = owner.hud_used.get_action_buttons_icons()
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if(button.icon != settings["bg_icon"])
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button.icon = settings["bg_icon"]
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if(button.icon_state != settings["bg_state"])
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button.icon_state = settings["bg_state"]
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else
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if(button.icon != button_icon)
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button.icon = button_icon
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if(button.icon_state != background_icon_state)
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button.icon_state = background_icon_state
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ApplyIcon(button, force)
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if(button_overlay_state)
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button.cut_overlay(button.button_overlay)
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button.button_overlay = mutable_appearance(icon = 'icons/hud/actions.dmi', icon_state = button_overlay_state)
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button.add_overlay(button.button_overlay)
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var/available = IsAvailable()
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if(available)
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button.color = rgb(255,255,255,255)
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else
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button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
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return available
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/// Applies our button icon over top the background icon of the action
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/datum/action/proc/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
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if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
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current_button.cut_overlays(TRUE)
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current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
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current_button.button_icon_state = button_icon_state
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/// Gives our action to the passed viewer.
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/// Puts our action in their actions list and shows them the button.
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/datum/action/proc/GiveAction(mob/viewer)
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var/datum/hud/our_hud = viewer.hud_used
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if(viewers[our_hud]) // Already have a copy of us? go away
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return
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LAZYOR(viewer.actions, src) // Move this in
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ShowTo(viewer)
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/// Adds our action button to the screen of the passed viewer.
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/datum/action/proc/ShowTo(mob/viewer)
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var/datum/hud/our_hud = viewer.hud_used
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if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place
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return
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var/atom/movable/screen/movable/action_button/button = CreateButton()
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SetId(button, viewer)
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button.our_hud = our_hud
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viewers[our_hud] = button
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if(viewer.client)
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viewer.client.screen += button
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button.load_position(viewer)
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viewer.update_action_buttons()
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/// Removes our action from the passed viewer.
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/datum/action/proc/HideFrom(mob/viewer)
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var/datum/hud/our_hud = viewer.hud_used
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var/atom/movable/screen/movable/action_button/button = viewers[our_hud]
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LAZYREMOVE(viewer.actions, src)
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if(button)
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qdel(button)
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/// Creates an action button movable for the passed mob, and returns it.
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/datum/action/proc/CreateButton()
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var/atom/movable/screen/movable/action_button/button = new()
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button.linked_action = src
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button.name = name
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button.actiontooltipstyle = buttontooltipstyle
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if(desc)
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button.desc = desc
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return button
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/datum/action/proc/SetId(atom/movable/screen/movable/action_button/our_button, mob/owner)
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//button id generation
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var/bitfield = 0
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for(var/datum/action/action in owner.actions)
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if(action == src) // This could be us, which is dumb
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continue
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var/atom/movable/screen/movable/action_button/button = action.viewers[owner.hud_used]
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if(action.name == name && button.id)
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bitfield |= button.id
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bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one
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for(var/i in 0 to 23) // We get 24 possible bitflags in dm
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var/bitflag = 1 << i // Shift us over one
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if(bitfield & bitflag)
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our_button.id = bitflag
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return
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/// A general use signal proc that reacts to an event and updates our button icon in accordance
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/datum/action/proc/update_icon_on_signal(datum/source)
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SIGNAL_HANDLER
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UpdateButtons()
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/// Signal proc for COMSIG_MIND_TRANSFERRED - for minds, transfers our action to our new mob on mind transfer
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/datum/action/proc/on_target_mind_swapped(datum/mind/source, mob/old_current)
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SIGNAL_HANDLER
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// Grant() calls Remove() from the existing owner so we're covered on that
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Grant(source.current)
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